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San0

Upcoming patch sneak peak ep 4 - Skills.

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Episode 4 - Skills.

 

When it comes to skills, we gonna try not to touch much on the classes that are strong now, and instead try to work out something for the least played or weaker classes.

For this patch, and with some extras to some other classes, the focus was the archer classes and the dwarf classes.

Our lovely dwarfs are not only having their functions highlighted already by the adjustments to spoil and the new crafting systems, but besides that they are also receiving some new skills.

For the spoiler you will be able to support your party with a buff that will activate when you attack, and provide your party members with some fighting capabilities, in addition the spoiler can consume this buff on itself to explode and deal AOE damage while spoiling and debuffing the targets. This skill together with fact we boosting spoil in some mobs and adding EWA/EAA for spoil might make people want to pick up the spoiler as a class to play.

As for the Maestro, not only they will have the new crafting system where they can use improved recipes on their books to have chance to proc extra items from craft, they are also receiving the old armor and weapon efficiency skills and they are also learning how to summon a new companion to let the good old mechanical golem go to garage for a oil change and rest for a bit.

Introducing Abyssal Golem

image.png

 

This new piece of dwarven technology is able to charge enemies stunning them, use a smash that deals damage and puts targets to bleed, and a AOE skill around it.

 

The archers.

Many times we tried to change something on archers to make them more played but never any of the changes really made it so.

We believe one of the problems might be related to the fact we tried to make many boosts around their auto attack to make the archer the char it used to be, but, the game is different now and there are too many items, buffs, passives, etc that work against critical and reducing this critical effect making it so that archers hit that point of, against people with this skill, buffs, passives, they need to get their crit damage increased, but then in situations against people without this buffs or skills, they would be too strong if we increase their crit. their for we decided to deviate from the auto attack boost and go other ways.

In this patch its our objective to turn the archers into a class that not only will be able to provide some small utility to the group as well as make them have a slightly better AOE farm/PVP possibility while at same time increase the burst they have access to.

All 3 archer classes will receive 3 new skills.

image.png

1

According to their race humans will get fire based skills, elves will get water based skills and dark elves will get wind based skills

this skills are similar on all of them but only the debuff effect changes.

Humans will be able to use a shot that will attack in a line in front of them setting the enemies in the path ablaze.

Elves will be able to use a shot that will attack the target and enemies around it and slow them.

Dark elves will be able to use a shot that will attack the target and enemies around and knock them up.

 

2

When the target is affected with their respective debuffs, they will be able to use their blast skill, This is a single target burst skill that can only be used IF your target is affected by the debuff. you can think about it as a vortex + vortex crusher situation.

 

3

Third one is just a simple AOE skill of their respective element, fire for humans, water for elves and wind for dark elves.

image.png

 

in addition to this and to bring human and elf up to dark elf burst standards. Human and elf will receive a new skill Quick Shot that have chance of triggering a passive that affects all group, humans can trigger a HP recovery buff and elves can trigger a MP recovery buff.

 

There will also be some new additions/changes to BD, SWS, Daggers, Paladin, TK and SE. but the ones mentioned above are the bigger ones and the completely new stuff.

 

To sum up, MAKE DWARFS GREAT AGAIN, and archers not so good as dwarfs but also good.

 

 

Best regards.

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the biggest problem for archers is this class is not suatable for small group or solo,thats why ppl only play tyrant to solo 

archers always be greatful for big pvp(more than 4pt vs 4pt)

so the biggest problem is not enough ppl here,there were some arhcers pts in the past years and they are useful, anyway this change looks interesting 

Im a little disappionted that you dont want to touch other classes for now,ppl are so tired of some brainless classes such like DA and necro,but I can understand

your careful attitude about these changes and its good for this server.

if you reduce the land rate of fear it could ruin this class totally,but I think u can think about to reduce the debuff time from 9s to 3s,ppl fell sad due to they can do nothing

while landing fear,3s fear may help them to react before DA/necro's CD ready,increase the CD a bit is necessary too. the debuff of silent are the same

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Sano interested to see how the archer class balance works out. IMO archers will never catch up with skills as the base because they are competing against extremely fast casting and in necro's case extremely durable mages. 

 

I never offered this as a suggestion, but did you ever consider giving archers a "buff" where they lose -500 crit rating (they would still have remaining from being over 500 with othell), but it gives +100% crit damage. This would send archers back into the old days pre-othell where they are praying for crits, but as a CP it is also competitive because the more archers the higher the probability you have of rolling a crit and killing someone.

I know its kind of late as you are about to roll out this new patch, but giving some -crit rate +crit dmg buff would be interesting to archers as they could be PvE viable again in physical CPs without having full archer CP. One of the biggest downsides, which you are trying to fix, is archers becomes utterly useless at the stage of the game Dion and TI are in. They cant farm fast on high health targets, they dont auto faster than mages cast for low health targets, and you are giving AoE but its hard to say that mages wont beat that with aura flash due to no cap and the number of AoE spells mages have.

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16 hours ago, archa said:

the biggest problem for archers is this class is not suatable for small group or solo,thats why ppl only play tyrant to solo 

archers always be greatful for big pvp(more than 4pt vs 4pt)

so the biggest problem is not enough ppl here,there were some arhcers pts in the past years and they are useful, anyway this change looks interesting 

Im a little disappionted that you dont want to touch other classes for now,ppl are so tired of some brainless classes such like DA and necro,but I can understand

your careful attitude about these changes and its good for this server.

if you reduce the land rate of fear it could ruin this class totally,but I think u can think about to reduce the debuff time from 9s to 3s,ppl fell sad due to they can do nothing

while landing fear,3s fear may help them to react before DA/necro's CD ready,increase the CD a bit is necessary too. the debuff of silent are the same

At least make all skills impacted by core/liberate. There is zero counter play to fear…

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On 12/1/2024 at 8:47 PM, San0 said:

We believe one of the problems might be related to the fact we tried to make many boosts around their auto attack to make the archer the char it used to be, but, the game is different now and there are too many items, buffs, passives, etc that work against critical and reducing this critical effect making it so that archers hit that point of, against people with this skill, buffs, passives, they need to get their crit damage increased, but then in situations against people without this buffs or skills, they would be too strong if we increase their crit. their for we decided to deviate from the auto attack boost and go other ways.

Problem of this server is that admins, who do not play this game, are trying to fix the balance accroding to their point of view. This reminds me story, when 3 blind people touched an alephant: one touched the leg and said that this animal is like a huge tree, 2nd touched his tail and said that it is like a snake, 3rd one touched the stomach and said that it is like a large sheet of paper - because wide and rough. I am not trying to offend you and not saying you are blind, but people that do not play this game should not fix the balance, this is imho.

Same story was like 1-2 years +-, when some1 was crying that daggers cannot catch anyone, because only TH has dash, but pw/aw cannot and their mana is not enought for idk what for (probably for using fake death 24/7). What a bullshit! After that San0 added in dagger mastery passive clarity trigger and binding blow to both elf daggers, which reminds me x1000 pvp server, not a classic one + plus i did not notice any difference in this class balance.

You should find 1-10 pro pvp players who were playing here and their skill is obvious enough so you could ask their opinion. Then to specify problems this server met and to ask minimum 5 advices from each player on every problem. 

I believe this server could be x5 times better and more populated if you had done this a few years ago.

Best regards.

 

Edited by Poseidon

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From a PVE perspective archers struggle to compete due to counter critical being so freaking strong for melee. Nothing exists like this for archer.

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6 hours ago, Poseidon said:

Problem of this server is that admins, who do not play this game, are trying to fix the balance accroding to their point of view. This reminds me story, when 3 blind people touched an alephant: one touched the leg and said that this animal is like a huge tree, 2nd touched his tail and said that it is like a snake, 3rd one touched the stomach and said that it is like a large sheet of paper - because wide and rough. I am not trying to offend you and not saying you are blind, but people that do not play this game should not fix the balance, this is imho.

Same story was like 1-2 years +-, when some1 was crying that daggers cannot catch anyone, because only TH has dash, but pw/aw cannot and their mana is not enought for idk what for (probably for using fake death 24/7). What a bullshit! After that San0 added in dagger mastery passive clarity trigger and binding blow to both elf daggers, which reminds me x1000 pvp server, not a classic one + plus i did not notice any difference in this class balance.

You should find 1-10 pro pvp players who were playing here and their skill is obvious enough so you could ask their opinion. Then to specify problems this server met and to ask minimum 5 advices from each player on every problem. 

I believe this server could be x5 times better and more populated if you had done this a few years ago.

Best regards.

 

agree,and ps,some 'pro pvp players' only care about their onw benifits,such like rizos/deadpool cried that epics drop rate too low,because they saw some Asians got lv4 epics (maybe by RMT) and hard for them to catch up,so they suggest to increase the drop rate,but finnally they found the server was dying,they just quit and sold their char and gears

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18 hours ago, archa said:

agree,and ps,some 'pro pvp players' only care about their onw benifits,such like rizos/deadpool cried that epics drop rate too low,because they saw some Asians got lv4 epics (maybe by RMT) and hard for them to catch up,so they suggest to increase the drop rate,but finnally they found the server was dying,they just quit and sold their char and gears

ok. If one player can be greedy, 10 will diversify advices

Edited by Poseidon

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On 12/2/2024 at 8:06 PM, archa said:

agree,and ps,some 'pro pvp players' only care about their onw benifits,such like rizos/deadpool cried that epics drop rate too low,because they saw some Asians got lv4 epics (maybe by RMT) and hard for them to catch up,so they suggest to increase the drop rate,but finnally they found the server was dying,they just quit and sold their char and gears

Drop rate of epics is not and was never the issue. It took 4 jewels to make lvl 3 at 33% drop rate.  It now takes 8 jewels to make lvl 4 at 66% drop rate.
 

The problem was lvl 4’s took all progress from CP’s and clans and cut by half.  If you don’t have full stacked party you were miles behind at the top end. So you had to full stack casters with baium 4 which meant half the number of players had baium.  At the time of implementation there was theoretically only enough baium drops throughout 4 years of farming for 30 baium 4s.  That means only 30 people have fun while everyone else is getting shit on.

Progress and character progression was the exact same speed (4 jewels at 33% or 8 at 66%).  It was only slightly faster bc you get the baium 3 effect at 4 jewels even though you are still far behind.

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to make maximum balance, you can also increase the Fear cooldown time for all classes, as it was before with paralysis. The ability to remove silence and fear with talismans/ core 3 skill.

 And slightly reduce the chance of passing, this will balance the avenger, necromancer with others. they are still too strong at the olympiad and in pvp, but for (for sh, sorceress and MM no one really plays)
For archers, add a trigger skill for the whole party + attack speed / physical attack for the whole group when the archer deals damage to the target, it would make sense to take them for rb and epics. With similar mechanics as the great fury for warcryer. even in a melee party for boost dps. 

Edited by KpeaTuB

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I think adding fear cooldown to 15+~ seconds for these classes would be a nice change. If you’ve ever played vs 85 DA you will want to uninstall the game and this is post-fear nerfs.

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